Charles S, Roberts
Award nominee: Best World War I Game, 2022
Gregory
M. Smith is a firm candidate for the hardest working man in Wargames (though
Herman Luttman and David Thompson may be giving him a run for his money). One
of the originators of the narrative generation-style games, his The Hunters
(ComSim Press, 2013) and its sibling games, Smith (according to BoardGameGeek)
has no less than sixteen games in print (all in the last ten years) with
another three listed on BGG at impending (Rebel Tide: the American Civil War (Compass Games,
~2024 – this has been flagged to release in the first half of this year), the
next of the Tide games, British Tank Ace (Compass Games, ~2024 – Bill Thomas,
owner of Compass, has flagged this one for a probably third of fourth quarter release
this year), a successor to the wildly successful American Tank Ace (Compass
2022), and Spitfire Ace: Air Defense over Britain, 1940 (Compass, ~2025)).
On top of this, Smith is a regular at some of the notable game conventions in
the States, and always brings with him a half-dozen more prototypes of games he
has in the works.
The
upcoming Rebel Tide is the third in Smith’s “Tide” series of games. It follows
on from Pacific Tide (Compass Games, 2019 – which I have looked at previously here)
and Imperial Tide: The Great War, 1914-1918 (Compass Games, 2022), which is our subject for today.
Imperial
Tide is a two-player (solitaire friendly) game that covers the entirety of the
First World War in Europe and the Near East. It’s a big call for a game that
should play out in three to four hours. If you’re looking for
The
Tide series card-purchase mechanic first appeared in Mitchell Ledford and Smith’s
Ostkrieg: WWII Eastern Front (Compass Games, 2020), which, due to the vagaries
of the production processes involved, actually came out the year following the
release of Pacific Tide. While receiving a co-design credit for the game, Smith
has always been up-front about the card-purchase mechanism shared by all the
games was Ledford’s brainchild. But Smith saw its potential, how it could be
applied to other conflict situations.
For me,
the box art is possibly the weakest part of the whole package. I don’t have a
problem with the art itself. It’s a fine piece of work by any standard; the
clutch of soldiers (in BEF garb) boldly facing the carnage to come is reminiscent
of propaganda posters from the period. To me, it just doesn’t convey the scope
of the game, which covers an entire continent. I want to be clear that it’s just
me thinks this; nearly everyone I’ve shown to has commented on the great or
evocative the cover art.
The box
back features some map detail (Western Front, of course), some sample counters
sand some sample cards; one Year Card (I’ll come back to this later) and two Game
Cards (including the Schlieffen Plan card that gets every game rolling, in the
same way the Pearl Harbor card is always the first played in Pacific Tide.
Sample pages. |
The
rulebook is functional and reasonably clearly presented. It probably helps to
already be familiar with Pacific Tide (in my case) or Ostkrieg, but I don’t
imagine the rules or concepts that drive Imperial Tide offering any kind of
challenge to learning for an experienced wargamer. The rulebook is not without
its problems (I’ll come back to this later), but they are eminently readable and good use is made of illustrations to demonstrate how the rules work dynamically.
The
board is mounted, the requisition 22” by 34” in size, and presents a
point-to-point map of Europe from the southern England to Turkey, Denmark to
Spain. It also incorporates two Combat Result Tables (one facing each side of
the board – no neck cramps trying to twist around to see it), and the two sides’
Resource Point tracks, as well as a "terrain" key. The map board is a nice piece of work, adorned with period
propaganda posters representative of the belligerent states, and incorporating a
space for the Year Card currently in play. Tim Allen was the artist responsible
for the project, and the map, cards and counters all maintain a consistent look
and feel.
The
counters and game markers are of the easy-punch variety, .75” and pre-rounded.
They look and feel nice to use, with a matt finish. Troop markers are denoted
by a figure of a soldier and the flag of the represented nation. Artillery
counters represent stockpiles of ordinance prepared in advance for pushes,
rather than the artillery pieces themselves that were ubiquitous along the
fronts in the war.
Other counters include the markers to designate a change in control of a location to the other side used to keep track of each country’s resource points. Resource points are the currency each nation uses to wage war, and they are a scarce commodity. These are kept track of on the board, clearly in the view of both players.
The troop counters exhibit a single value. This is the represented strength. The units are numbered, 1, 2, 3, etc. and can be swapped out or made “change” (i.e., a 5-value counter swapped out for a 3 and two 1s, or vice versa) as convenient). There are no less than thirteen nationalities of troops represented, the background colours of which correspond to the colours of locations on the map-board. Troops can be mobile of entrenched. When entrenched the counter is flipped to exhibit a marker declaring the troops current state. When they move, they will, of course, loose this status. There are no naval or arial forces in featured in the game; these are abstracted into events made available through the play of cards.
Like its
series predecessors, Imperial Tide uses Year cards to guide the play experience
along roughly historical lines (but not to the point of railroading the game’s
narrative; there’s still plenty or rom for ahistorical deviation). The thing that
the Great War, the war in the Pacific, and the Nazi Eastern Front (and to some
degree, the American Civil War, for that matter) have in common is the
aggressors’ initial forays being compelling and forceful but reaching a turning
point (the ebbing tide) from where victory becomes ever less feasible. The use
of Year Cards to set new parameters for each round in the game helps approximate
this shift in game terms.
This next
part hurts a little to talk about, but it needs to be addressed. The game comes with a
double-sided errata sheet. To be fair, most of these items on the list are
clarifications of various rules as stated in the published text, nine in all. Along
with these clarifications, there are three additional rules, three corrections
to the existing rules, a correction to two cards (cards 19 and 20 in the Allied
deck are marked as available from 1916, but this should read 1917) and some
typos on the cards and board.
My copy
of the game, although it doesn’t seem to say so, is a second printing of Imperial
Tide. It was released in early 2022 (the copyright date in the box is 2021) and
sold out very quickly. I managed to nab a copy from the second run, which came
into the warehouse I believe around the middle of last year. None of the errata mentioned going to break
the game, but I feel like the additional rules could have been incorporated
into the rulebook without too much resetting, and perhaps the mistyped cards
could have been redone before the second printing was run. I’ve worked as an
editor on biggish documents, and I know how easy it is for multiple readers to
miss something, but I thin with a second printing comes an opportunity to fix
known problems. Having said that, changing things can have knock-on effects
down the line where printing is concerned, so maybe it was a line-call whether
to try to fix the known errata or to let it stand.
I ordered
my copy of Imperial Tide direct from Compass Games. I received two copies of
the errata sheet, so maybe Bill knew I’d be picky and wanted to get ahead of
it.
As I’ve
come to expect from Compass Games, the package came with enough baggies to
accommodate all the counters and markers for the game with some sensible
sorting. What surprised me is that, in a first, the (good quality, 16mm) dice came not sealed in a little cellophane baggie that I’ll
have to throw out later, but free range, unhindered and allowed to roam the box
at will. I’ll wait to see if this is a trend from Compass or a one off, but if
it becomes the norm, I won’t begrudge the lack of one more bit on non-recyclable
plastic to deal with.
So,
Imperial Tide; this was one of my most anticipated games of 2022, and I managed
to get a copy before the end of 2023 (I bought this and issue No. 81 of Paper
Wars, with Hermann Luttmann’s Position Magnifique: The Battle of
Mars-la-Tour, 1870 (Compass Games, 2013) during Compass’s annual summer sale. I’m
really looking forward to getting this to the table, and I hope to get a review
out sooner rather than later (and another for Position Magnifique). As always, if
you’re still reading this, thanks for staying with me this far.
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